J-Mart Fantasy: The X-Emplars, Primadox, Baloth

Where in all of your character write ups will go.
Thorpocalypse
Posts: 1300
Joined: Fri Nov 04, 2016 8:52 pm

Re: J-Mart Fantasy: Vine Horror, Shambling Mound, Treant, Blights (Twig, Needle, Vine)

Post by Thorpocalypse » Sat Jan 13, 2018 12:35 am

Goldar wrote:
Fri Jan 12, 2018 5:45 pm
Ken wrote:
Fri Jan 12, 2018 7:03 am
Helen was always trying to find Mr. Roper's one-eyed monster.
I thought I was going to see the Ropers profiled here, both Stanley and Helen! Imagine my surprise. :oops:

@Ken: Yeah, Stanley didn't seem to enjoy getting undressed nor fooling about! Poor Helen had to beg just to see it on her Birthday! :P
I'm just glad some old people like me got the joke. ;)
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1300
Joined: Fri Nov 04, 2016 8:52 pm

90, 91, 92, 93, 94, 95, 96 - Townsfolk

Post by Thorpocalypse » Sat Jan 13, 2018 1:04 am

Image
These are the people in your fantasy neighborhood.

TAVERN BRAWLER
PL4


OPL: 4; DPL: 4; HP: 0

ABILITIES: STRENGTH 3, STAMINA 3, AGILITY 1, DEXTERITY 0, FIGHTING 4, INTELLECT 0, AWARENESS 1, PRESENCE 1

SKILLS: Athletics 2 (+5), Close Combat [Unarmed] 1 (+5), Deception (+1), Insight 2 (+3), Intimidation 3 (+4), Perception 2 (+3), Persuasion (+1), Stealth (+1)

ADVANTAGES: Chokehold, Equipment (1), Improved Critical (1) (Unarmed), Improved Disarm, Improved Initiative (1), Takedown (1)

POWERS:
NONE

EQUIPMENT:
(5 pts)
Brass Knuckles: Bludgeoning Strength-Based Damage 1; 1 pt

OFFENSE:
Initiative +5
Close Attack +4 [Brass Knuckles +4]
Unarmed +5 [Unarmed +3, Critical 19-20]
Ranged Attack +0

DEFENSES:
Dodge +4 [DC14] Parry +5 [DC15]
Toughness +3, Fortitude +4, Will +1

COMPLICATIONS:
Motivation: A good scrap. And ale.

Abilities 26 + Skills 5 (10 ranks) + Advantages 6 + Powers 0 + Defenses 5 = 42 / 42

Comments: Every good fantasy adventure campaign has some town scenes so I figured I'd drop a few archetypes for NPCs to be used in a standard fantasy town setting. Of course, every good adventure needs a few bar scenes and where would a bar scene be without a bar fight? And you have to have the guy that doesn’t go down as easy as the PCs think he should.

I’ll probably whip up a couple of higher level versions later just to keep any cocky PCs honest.

---------------------------------------------------------------------------------

BARTENDER
PL1


OPL: 1; DPL: 1; HP: 0

ABILITIES: STRENGTH 0, STAMINA 1, AGILITY 0, DEXTERITY 0, FIGHTING 0, INTELLECT 1, AWARENESS 1, PRESENCE 2

SKILLS: Athletics (+0), Deception (+2), Expertise [Bartending] 4 (+5), Expertise [Cooking] 1 (+2), Insight 3 (+4), Intimidation (+2), Investigation 3 (+4) [Well-Informed], Perception (+1), Persuasion 1 (+3), Stealth (+0)

ADVANTAGES: Equipment (2), Well-Informed

POWERS:
NONE

EQUIPMENT:
(10 pts)
Butcher Knife: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Headquarters: (4 pts)
Pub/Inn: Size - Medium, Tough - 5, Features - Kitchen, Living Space, Personnel; 4 ptw

OFFENSE:
Initiative +0
Close Attack +0 [Unarmed +0; Butcher Knife +1, Critical 19-20]
Ranged Attack +0

DEFENSES:
Dodge +0 [DC10] Parry +0 [DC10]
Toughness +1, Fortitude +1, Will +1

COMPLICATIONS:
Responsibility: To his bar.

Abilities 10 + Skills 6 (12 ranks) + Advantages 3 + Powers 0 + Defenses 0 = 19 / 19

Comments: And where would a bar be without the bartender?

---------------------------------------------------------------------------------

MONEYCHANGER
PL1


OPL: 1; DPL: 1; HP: 0

ABILITIES: STRENGTH 0, STAMINA 0, AGILITY 0, DEXTERITY 0, FIGHTING 0, INTELLECT 2, AWARENESS 2, PRESENCE 1

SKILLS: Athletics (+0), Deception (+1), Expertise [Business] 3 (+5), Insight 3 (+5), Intimidation (+1), Perception 2 (+4), Persuasion 4 (+5), Stealth (+0)

ADVANTAGES: Benefit (Wealth Ranks) (14), Equipment (1)

POWERS:
NONE

EQUIPMENT:
(5 pts)
Headquarters: (5 pts)
Bank: Size - Medium, Tough - 5, Features - Living Space, Safe [DC25 security, Toughness 12]; 5 pts

OFFENSE:
Initiative +0
Close Attack +0 [Unarmed +0]
Ranged Attack +0

DEFENSES:
Dodge +0 [DC10] Parry +0 [DC10]
Toughness +0, Fortitude +0, Will +2

COMPLICATIONS:
Motivation: Greed.
Responsibility: To his business.

Abilities 10 + Skills 6 (12 ranks) + Advantages 15 + Powers 0 + Defenses 0 = 31 / 31

Comments: Another common archetype for PCs in town settings is a Moneychanger, someone who can hold their piles of gold for them, or change out all those electrum pieces for gold.

--------------------------------------------------------------------------------

CITY GUARD
PL4


OPL: 4; DPL: 4; HP: 0

ABILITIES: STRENGTH 2, STAMINA 2, AGILITY 1, DEXTERITY 1, FIGHTING 2, INTELLECT 0, AWARENESS 1, PRESENCE 0

SKILLS: Athletics 2 (+4), Deception (+0), Expertise [Tactics] 3 (+3), Insight 1 (+2), Intimidation 2 (+2), Investigation 2 (+2), Perception 2 (+3), Persuasion (+0), Ranged Combat [Bow] 2 (+3), Stealth (+1)

ADVANTAGES: Close Attack (2), Equipment (4)

POWERS:
NONE

EQUIPMENT:
(20 pts)
Studded Leather Armor: Protection 2; 2 pts
Medium Shield: +2 Dodge, +2 Parry; 4 pts
Short Sword: Slashing Strength-Based Damage 2, Dangerous; 3 pts
Whistle: Feature 1 (Call for assistance); 1 pt
Arsenal: (7 pts)
Longbow: Ranged Piercing Damage 3; 6 pts
Dagger: Piercing Strength-Based Damage 1, Dangerous; 1 pt

OFFENSE:
Initiative +1
Close Attack +4 [Unarmed +2; Dagger +3, Critical 19-20; Shortsword +4, Critical 19-20]
Ranged Attack +1
Bow +3 [Longbow +3]

DEFENSES:
Dodge +2 (+4 with Shield) [DC12/14] Parry +2 (+4 with Shield) [DC12/14]
Toughness +4, Fortitude +2, Will +2

COMPLICATIONS:
Responsibility: To protect their city.

Abilities 18 + Skills 7 (14 ranks) + Advantages 4 + Powers 0 + Defenses 2 = 31 / 31

Comments: And of course, when you get some rogue PCs that want to cause a bit of trouble, or someone needs to come lock up the bandits that you’ve captured, you need to have some trained city patrol types around.

--------------------------------------------------------------------------------------

NOBLE
PL2


OPL: 0; DPL: 2; HP: 0

ABILITIES: STRENGTH 0, STAMINA 0, AGILITY 0, DEXTERITY 0, FIGHTING 0, INTELLECT 2, AWARENESS 2, PRESENCE 2

SKILLS: Athletics (+0), Deception 3 (+5), Expertise [Nobility] 3 (+5), Insight 3 (+5), Intimidation (+2), Investigation 1 (+3) [Well-Informed], Perception 1 (+3), Persuasion 3 (+5), Stealth (+0)

ADVANTAGES: Benefit (2) (Status 2 – Nobility), Benefit (Wealth Ranks) (13), Connected, Equipment (2), Languages (1) (2 others, Base: Common), Well-Informed

POWERS:
NONE

EQUIPMENT:
(10 pts)
Headquarters: (10 pts)
Mansion: Size - L, Tough - 8, Features - Grounds, Holding Cells, Library, Living Space, Personnel, Workshop; 10 pts

OFFENSE:
Initiative +0
Close Attack +0 [Unarmed +0]
Ranged Attack +0

DEFENSES:
Dodge +0 [DC10] Parry +0 [DC10]
Toughness +0, Fortitude +1, Will +2

COMPLICATIONS:
Motivation: In some cases it's serving the populace, in others, it's about the acquisition, or retention of power.
Responsibility: To their station and/or people.

Abilities 12 + Skills 7 (14 ranks) + Advantages 20 + Powers 0 + Defenses 1 = 40 / 40

Comments: This noble could stand in for any mayor, count, baron, etc. that one would need if you didn’t want to build a specific NPC. I always like to personalize my NPCs when I have the time, but sometimes time is not a luxury you have.

--------------------------------------------------------------------------------

BLACKSMITH
PL4


OPL: 4; DPL: 4; HP: 0

ABILITIES: STRENGTH 3, STAMINA 3, AGILITY 0, DEXTERITY 2, FIGHTING 2, INTELLECT 0, AWARENESS 0, PRESENCE 1

SKILLS: Athletics 2 (+5), Deception (+1), Expertise [Blacksmithing] 7 (+7), Insight 2 (+2), Intimidation 2 (+3), Perception 3 (+3), Persuasion 2 (+3), Stealth (+0)

ADVANTAGES: Benefit (1) (Uses Expertise [Blacksmithing] for Technology checks), Benefit (Wealth Ranks) (11), Equipment (3), Ranged Attack (1)

POWERS:
NONE

EQUIPMENT:
(15 pts)
10 pts for pretty much any weapon he needs at the time.
Headquarters: (2 pts)
Smithy Shop: Size - S, Tough - 6, Features - Personnel, Workshop; 2 pts

OFFENSE:
Initiative +0
Close Attack +2 [Unarmed +3]
Ranged Attack +3

DEFENSES:
Dodge +1 [DC11] Parry +2 [DC12]
Toughness +3, Fortitude +3, Will +2

COMPLICATIONS:
Responsibility: To his shop and customers.

Abilities 22 + Skills 9 (18 ranks) + Advantages 16 + Powers 0 + Defenses 3 = 50 / 50

Comments: Gotta have a blacksmith in a fantasy setting. Weapon repair and purchases are musts for any serious adventurer.

------------------------------------------------------------------------------------

APOTHECARY
PL2


OPL: 0; DPL: 2; HP: 0

ABILITIES: STRENGTH 0, STAMINA 0, AGILITY 0, DEXTERITY 1, FIGHTING 0, INTELLECT 2, AWARENESS 2, PRESENCE 1

SKILLS: Athletics (+0), Deception 2 (+3), Expertise [Apothecary] 4 (+6), Expertise [Herbalist] 4 (+6), Expertise [Magic] 2 (+4) [Artificer], Insight 4 (+6), Intimidation (+1), Perception 2 (+4), Persuasion 2 (+3), Stealth (+0), Treatment 2 (+4)

ADVANTAGES: Artificer, Benefit (Wealth Ranks) (11), Equipment (2)

POWERS:
NONE

EQUIPMENT:
(10 pts)
Healer's Kit: Feature 1 (Tools, Treatment); 1 pt/6 wr
Ritualist's Kit: Feature 1 (tools for casting rituals); 1 pt/8 wr
Headquarters: (0 pts)
Apothecary Shop: Size - S, Tough - 6, Features - Effect (something mystical and unexpected for a little shop), Infirmary, Laboratory, Library, Living Space; 5 pts

OFFENSE:
Initiative +0
Close Attack +0 [Unarmed +0]
Ranged Attack +1

DEFENSES:
Dodge +0 [DC10] Parry +0 [DC10]
Toughness +0, Fortitude +0, Will +4

COMPLICATIONS:
Responsibility: To acquire and provide necessary items for healing and spellcasting.

Abilities 12 + Skills 11 (22 ranks) + Advantages 14 + Powers 0 + Defenses 2 = 39 / 39

Comments: Every town needs a herbalist/artificer type to provide minor assistance to the heroes.
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1300
Joined: Fri Nov 04, 2016 8:52 pm

97 - Thugs

Post by Thorpocalypse » Sat Jan 13, 2018 1:11 am

Image
Wotcha lookin' at, ya squint?

THUGS (FANTASY)
PL3


OPL: 3; DPL: 3; HP: 0

ABILITIES: STRENGTH 1, STAMINA 1, AGILITY 1, DEXTERITY 1, FIGHTING 3, INTELLECT 0, AWARENESS 0, PRESENCE 0

SKILLS: Athletics 1 (+2), Deception 2 (+2), Expertise [Criminal] 3 (+3), Insight (+0), Intimidation 2 (+2), Perception 1 (+1), Persuasion (+0), Stealth 1 (+2)

ADVANTAGES: Equipment (2)

POWERS:
NONE

EQUIPMENT:
(10 pts)
Leather Armor: Protection 1; 1 pts
Short Sword: Slashing Strength-Based Damage 2, Dangerous; 3 pts
Arsenal: (4 pts)
Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Garrote: Grabbing 0, Chokehold; 1 pt
Sap: Bludgeoning Strength-based Damage 1, Subtle; 1 pt

OFFENSE:
Initiative +1
Close Attack +3 [Unarmed +1; Dagger +2, Critical 19-20; Short Sword +3, Critical 19-20; Sap +2]
Ranged Attack +1

DEFENSES:
Dodge +2 [DC12] Parry +3 [DC13]
Toughness +2 (+2 without Defensive Roll), Fortitude +2, Will +1

COMPLICATIONS:
Responsibility: To their gang or leader.

Abilities 14 + Skills 5 (10 ranks) + Advantages 2 + Powers 0 + Defenses 3 = 24 / 24

Comments: Some basic low level fantasy thugs. Easy work for low level heroes, but they can be trouble in large enough numbers. Again, I'll probably do some higher level versions later as my PCs advance.
MASS COMBAT THUGS

CORPS (20,000-50,000): ATTACK 16, DAMAGE 16, DEFENSE 2, TOUGHNESS 16, INITIATIVE 0, MORALE 0
DIVISION (9,000-15,000): ATTACK 15, DAMAGE 15, DEFENSE 2, TOUGHNESS 15, INITIATIVE 0, MORALE 0
BRIGADE (6,000-8,000): ATTACK 14, DAMAGE 14, DEFENSE 2, TOUGHNESS 14, INITIATIVE 0, MORALE 0
REGIMENT 1 (3,000-4,000): ATTACK 13, DAMAGE 13, DEFENSE 2, TOUGHNESS 13, INITIATIVE 0, MORALE 0
REGIMENT 2 (1,250-2,750): ATTACK 12, DAMAGE 12, DEFENSE 2, TOUGHNESS 12, INITIATIVE 0, MORALE 0
BATALLION 1 (500-1,000): ATTACK 11, DAMAGE 11, DEFENSE 2, TOUGHNESS 11, INITIATIVE 0, MORALE 0
BATALLION 2 (150-450): ATTACK 10, DAMAGE 10, DEFENSE 2, TOUGHNESS 10, INITIATIVE 0, MORALE 0
COMPANY 1 (140): ATTACK 9, DAMAGE 9, DEFENSE 2, TOUGHNESS 9, INITIATIVE 0, MORALE 0
COMPANY 2 (55-125): ATTACK 8, DAMAGE 8, DEFENSE 2, TOUGHNESS 8, INITIATIVE 0, MORALE 0
PLATOON 1 (30-50): ATTACK 7, DAMAGE 7, DEFENSE 2, TOUGHNESS 7, INITIATIVE 0, MORALE 0
PLATOON 2 (15-40): ATTACK 6, DAMAGE 6, DEFENSE 2, TOUGHNESS 6, INITIATIVE 0, MORALE 0
SQUAD (8-10): ATTACK 5, DAMAGE 5, DEFENSE 2, TOUGHNESS 5, INITIATIVE 0, MORALE 0
SQUAD (4-6): ATTACK 4, DAMAGE 4, DEFENSE 2, TOUGHNESS 4, INITIATIVE 0, MORALE 0
BASE (2-3): ATTACK 2, DAMAGE 2, DEFENSE 2, TOUGHNESS 2, INITIATIVE 0, MORALE 0
Last edited by Thorpocalypse on Mon Jan 15, 2018 3:02 am, edited 1 time in total.
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1300
Joined: Fri Nov 04, 2016 8:52 pm

98 - Bandits

Post by Thorpocalypse » Sat Jan 13, 2018 1:16 am

Image

BANDITS
PL4


OPL: 4; DPL: 4; HP: 0

ABILITIES: STRENGTH 2, STAMINA 2, AGILITY 2, DEXTERITY 2, FIGHTING 4, INTELLECT 0, AWARENESS 1, PRESENCE 0

SKILLS: Athletics 1 (+3), Deception 3 (+3), Expertise [Criminal] 4 (+4), Insight 1 (+2), Intimidation 3 (+3), Perception 3 (+4), Sleight of Hand 2 (+4), Stealth 3 (+5)

ADVANTAGES: Equipment (2), Languages (1) (Thieves’ Cant, 1 other, Base: Common), Move-by Action, Ranged Attack (1)

POWERS:
NONE

EQUIPMENT:
(10 pts)
Leather Armor: Protection 1; 1 pt
Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Arsenal: (7 pts)
Light Crossbow: Ranged Piercing Damage 2, Dangerous; 5 pts
Short Sword: Slashing Strength-Based Damage 2, Dangerous; 1 pt
Sap: Bludgeoning Strength-based Damage 1, Subtle; 1 pt

OFFENSE:
Initiative +2
Close Attack +4 [Unarmed +2; Dagger +3, Critical 19-20; Sap +3; Short Sword +4, Critical 19-20]
Ranged Attack +3 [Hand Crossbow +2]

DEFENSES:
Dodge +5 [DC15] Parry +5 [DC15]
Toughness +3, Fortitude +3, Will +2

COMPLICATIONS:
Motivation: Greed.

Abilities 26 + Skills 10 (20 ranks) + Advantages 5 + Powers 0 + Defenses 6 = 47 / 47

Comments: Some generic Bandits. Pretty capable with enough numbers.

And some Mass Combat for them:
MASS COMBAT BANDITS

CORPS (20,000-50,000): ATTACK 17, DAMAGE 16, DEFENSE 5, TOUGHNESS 16, INITIATIVE 0, MORALE 0
DIVISION (9,000-15,000): ATTACK 16, DAMAGE 15, DEFENSE 5, TOUGHNESS 15, INITIATIVE 0, MORALE 0
BRIGADE (6,000-8,000): ATTACK 15, DAMAGE 14, DEFENSE 5, TOUGHNESS 14, INITIATIVE 0, MORALE 0
REGIMENT 1 (3,000-4,000): ATTACK 14, DAMAGE 13, DEFENSE 5, TOUGHNESS 13, INITIATIVE 0, MORALE 0
REGIMENT 2 (1,250-2,750): ATTACK 13, DAMAGE 12, DEFENSE 5, TOUGHNESS 12, INITIATIVE 0, MORALE 0
BATALLION 1 (500-1,000): ATTACK 12, DAMAGE 11, DEFENSE 5, TOUGHNESS 11, INITIATIVE 0, MORALE 0
BATALLION 2 (150-450): ATTACK 11, DAMAGE 10, DEFENSE 5, TOUGHNESS 10, INITIATIVE 0, MORALE 0
COMPANY 1 (140): ATTACK 10, DAMAGE 9, DEFENSE 5, TOUGHNESS 9, INITIATIVE 0, MORALE 0
COMPANY 2 (55-125): ATTACK 9, DAMAGE 8, DEFENSE 5, TOUGHNESS 8, INITIATIVE 0, MORALE 0
PLATOON 1 (30-50): ATTACK 8, DAMAGE 7, DEFENSE 5, TOUGHNESS 7, INITIATIVE 0, MORALE 0
PLATOON 2 (15-40): ATTACK 7, DAMAGE 6, DEFENSE 5, TOUGHNESS 6, INITIATIVE 0, MORALE 0
SQUAD (8-10): ATTACK 6, DAMAGE 5, DEFENSE 5, TOUGHNESS 5, INITIATIVE 0, MORALE 0
SQUAD (4-6): ATTACK 5, DAMAGE 4, DEFENSE 5, TOUGHNESS 4, INITIATIVE 0, MORALE 0
BASE (2-3): ATTACK 3, DAMAGE 2, DEFENSE 5, TOUGHNESS 2, INITIATIVE 0, MORALE 0
Last edited by Thorpocalypse on Mon Jan 15, 2018 2:58 am, edited 1 time in total.
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1300
Joined: Fri Nov 04, 2016 8:52 pm

99 - Displacer Beast

Post by Thorpocalypse » Sat Jan 13, 2018 1:44 am

Image
We will not be displaced!!!

DISPLACER BEAST
PL8


OPL: 8; DPL: 8; HP: 0

ABILITIES: STRENGTH 4, STAMINA 5, AGILITY 5, DEXTERITY 0, FIGHTING 6, INTELLECT -3, AWARENESS 2, PRESENCE -1

SKILLS: Athletics 4 (+8), Deception (-1), Insight (+2), Intimidation 6 (+5), Perception 3 (+5), Persuasion (-1), Stealth 3 (+8)

ADVANTAGES: Close Attack (2), Move-by Action

POWERS:
Displacer Beast Size: Growth 3 (+3 Str, +3 Sta, -1 Dodge/Parry, -3 Stealth, +1 Intimidation, Speed +0, +3 Mass; Extra: Innate, Permanent); 7 pts
Thick Hide: Protection 1, Feature 1 (Insulating Fur); 2 pts
Feline Senses: Senses 5 (Darkvision, Normal Hearing [Extended], Scent [Acute]); 5 pts
Feline Movement: Speed 2 (8 mph/120 fpr), Leaping 1 (15 ft); 3 pts
Tentacles: Extra Limbs 3 (3 Tentacles), Enhanced Advantages 1 (Fast Grab), Extra (on Unarmed): Reach (5 ft); 5 pts
Claws: Slashing Strength-based Damage 1 (Extra: Dangerous, Split); 3 pts
Displacement: Concealment 4 (Visual, Flaw: Partial), Enhanced Dodge 3 (Flaw: Sustained), Enhanced Parry 3 (Flaw: Sustained); 10 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +5
Close Attack +8 [Unarmed +4; Claws +5, Critical 19-20]
Ranged Attack +0

DEFENSES:
Dodge +7 (+10 with Displacement) [DC17/20] Parry +7 (+10 with Displacement) [DC17/20]
Toughness +6, Fortitude +6, Will +3

COMPLICATIONS:
Disability: Displacer Beasts cannot speak humanoid languages, nor can they use their paws to easily manipulate objects.

Abilities 24 + Skills 8 (16 ranks) + Advantages 3 + Powers 35 + Defenses 7 = 77 / 77

Comments: Replicating the Displacer Beasts’ ability in MnM took me a little while to figure out, at least for how I wanted it to work. Basically, it has partial Concealment that should give its foes -2 on attacks against it, along with some enhanced defenses to make it pretty much a PL9 on defense, but a reasonable PL7-ish on offense. Still a good foe for mid-lower level parties.
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1300
Joined: Fri Nov 04, 2016 8:52 pm

Gilthorian

Post by Thorpocalypse » Sat Jan 13, 2018 5:03 am

Image

I've been starting some world building as my motivation to work on my fantasy setting has come back. I originally started out with 5 domains for Gloriant, but as I started looking at other characters and creatures to bring into my setting instead of just D&D stuff, I decided to add in some of the flavor from some of the planes from the Magic the Gathering multiverse. Some of them fit perfectly into unique settings for things I'd like to have in my world, so I'm going to change some of the names to keep things kinda original and have them function as their own domains in the continent of Gloriant.

My main domain has always been Gilthorian, named after my wife's cousin's last name and mine from back when we were co-DM-ing an FTF group some years ago. It's pretty much your basic fantasy setting and where I will be running the greater majority of my playtests, and possibly a real game if I think I have them time. As I add posts for the other domains, I will post a handful of builds that are specific to that setting that will show the feel of that particular setting. And actually, there's a domain in the southernmost part of Gloriant that has quite a similarity to a land that will be showcased in an upcoming Marvel movie. It's ruled by a king who is blessed with the abilities of a white panther... ;)

This picture of Carcasonne is how I picture the capital city of Gilthorian, Kormiant, so just you ignore the highway running next to the castle, and let yourself enjoy the fantasy as I am. :)

-----------------------------------------------------------------------------

GILTHORIAN

Gilthorian is the largest domain in the land of Gloriant and arguably it’s most powerful. King Xander Daellion and his wife, Queen Diiva Olias Daellion are the High King and Queen of the domain of Gilthorian, and in most people’s eyes, the highest royal family of Gloriant. Thanks to the King’s role in ending the last Great War and his legendary adventuring exploits, few dare test him or the military he has created that are led by his handed picked elite force, the X-Knights.

The Royal Hierarchy in Gilthorian is fairly similar to most traditional kingdoms. After the King and Queen, Next in line are their sons, Jaxx and Jacade, and their daughters, Tishana, Alispeth, Danea and Arisema. Most of the outlying cities and townships are overseen by the Olias Family Grand Dukes and Duchesses (too many to name here), or the Barons, who rank just below the Grand Dukes and Duchesses, due their lineage from other great families of Gilthorian.

The domain is home to several large cities including the capital city of Kormiant and the delta cities of Thorgilliath and Alabaster Shoals that have been growing very quickly over the past 10 years. Pretty much all the major trade and resources for the domain outside of agriculture and mining originate from those cities. The outlying settlements in the domain have been slower to repopulate but the domain continues to expand slowly as adventurers and explorers continue to push the domain’s boundaries.

----------------------------------------------------------------------------

PCs:

Arisema Navara (Human Warlord)
Baruun (Warforged Paladin of Therin)
Beaver the Bard (Human Bard)
Brok Godlight (Half-Orc Cleric of Therin)
Charyllis Underburrow (Halfling Paladin of Arvorea)
Drenna the Druid (Human Druid)
Dryzza (Shadar-Kai Psion)
Extherene Hope (Tiefling Sorcerer)
Jobymme (Dragonborn Cleric of Thjor)
Kikaw (Kenku Rogue)
Kolfi (Dwarven Fighter)
Lady Charisa (Vampire Cleric of St. Elenda)
Naenen (Firbolg Druid)
Pon-Bak (Pandafolk Monk)
Rain the Ranger (Human Ranger)
Trixi Picklebottom Goldflower (Gnome Tinkerer)
Xelennia Nailo (Elven Rogue)
Zaila (Goliath Barbarian)

NPCs:

Hallistra Nirinath (Drow Spider Priestess)
Ishkanah (Spider Queen)
Luscian Kallavar (Human Necromancer)
Null'Niss Freani (Drow Assassin)
Strumas and Orbin (Human Fighter and Arcane Rogue)

Archetypes:

Races:

Creatures:
Last edited by Thorpocalypse on Sun Feb 04, 2018 5:59 am, edited 5 times in total.
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1300
Joined: Fri Nov 04, 2016 8:52 pm

100 - Beholder

Post by Thorpocalypse » Sat Jan 13, 2018 5:33 pm

We've got a landmark build for our Fantasy Location with BUILD #100! Didn't look like we were going to make it for a while there, but at least for a while, we're stocking the shelves like the old days! And in the really old days, this one thing no one ever wanted to run into! Check out this iconic item!

Image
*shudder*

That's all I got for this one...*double shudder*...


BEHOLDER
PL10


OPL: 10 ; DPL: 10; HP: 5

ABILITIES: STRENGTH 5, STAMINA 8, AGILITY 3, DEXTERITY 7, FIGHTING 8, INTELLECT 6, AWARENESS 7, PRESENCE 7

SKILLS: Athletics (+5), Deception 3 (+10), Expertise [Magic] 5 (+11), Insight 3 (+10), Intimidation 1 (+8/+9), Perception 2 (+9) [Skill Mastery], Persuasion (+7), Ranged Combat [Eye Beams] 4 (+11), Stealth (+3/+1)

ADVANTAGES: Diehard, Improved Initiative (1), Languages (2) (Common, Arcane, 2 others, Base: Undercommon), Lionheart*, Skill Mastery (1) (Perception)

POWERS:
Big Floating Eye Monster: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate, Permanent); 5 pts
Beholder Hide: Protection 4, Impervious 3; 10 pts
Beholder Physiology: Senses 6 (Normal Vision [Radius], Darkvision [Radius], Low-light Vision [Radius]), Immunity 5 (Aging, Suffocation [Drowning], Pressure, Environmental Cold, Environmental Heat); 11 pts
Hovering: Flight 1 (4 mph/60 fpr; Extra: Continuous, Subtle), Enhanced Advantages 1 (Move-by Action, Flaw: Limited to when flying); 5 pts
Beholder Maw: Strength-based Piercing Damage 1 (Extra: Dangerous); 2 pts
Anti-Magic Cone: Cone Area Nullify Magic 10 (Extra: Cone Area x2 [120 ft cone], Broad, Simultaneous, Sustained); 60 pts
Eyes of The Beholder: 45 pt Array; 52 pts
Disintegration Ray: Ranged Weaken Toughness 9 (Resisted by Fortitude; Extra: Affects Objects, Linked [Damage]), Ranged Mystic Damage 9 (Extra: Linked [Weaken]); 45 pts
Petrification Ray: Ranged Cumulative Affliction 9 (Resisted by Fortitude; 1st: Dazed and Hindered, 2nd: Defenseless and Immobile, 3rd: Transformed and Unaware; Extra Condition); 1 pt
Fear Ray: Ranged Cumulative Affliction 9 (Resisted/Overcome by Will; 1st: Impaired, 2nd: Disabled, 3rd: Controlled); 1 pt
Sleep Ray: Ranged Cumulative Affliction 9 (Resisted by Will; 1st: Fatigued, 2nd: Exhausted, 3rd: Asleep); 1 pt
Slow Ray: Ranged Affliction 9 (Resisted by Will; 1st: Dazed and Hindered, Extra: Extra Condition, Flaw: Limited to One Degree); 1 pt
Telekinetic Ray: Move Object 8; 1 pt
Wounding Ray: Ranged Psychic Damage 9 (Extra: Alternate Resistance [Fortitude]); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +7
Close Attack +8 [Unarmed +5; Bite+6, Critical 19-20]
Ranged Attack +7
Eye Beams +11 [Disintegration Ray Damage/Weaken +9; Petrification Ray Affliction +9; Fear Ray Affliction +9; Sleep Ray Affliction +9; Slow Ray Affliction +9; Wounding Ray +9; Telekinetic Ray Move Object +8]

DEFENSES:
Dodge +7 [DC17] Parry +8 [DC18]
Toughness +12, Fortitude +8, Will +10 (+12 against Fear Effects)

COMPLICATIONS:
Arrogance: Beholders believe they are the superior creatures of the land will remind others of that at every opportunity.
Disability: Beholders have no hands to easily manipulate objects.
Reputation: About as close to pure evil as you can get.
Rivalry: With other Beholders.
Vulnerable: If the Beholder's Flight is somehow negated, they can only move at Speed -3 [1800 fph; 3 ft per round) on the ground.

Abilities 94 + Skills 9 (18 ranks) + Advantages 6 + Powers 144 + Defenses 9 = 262 / 262

Comments: It originally took me a long time to work up a Beholder. The main reason it took me so long was me waffling about just having the eye beams come from the Beholder, or whether to work up an Eye Stalk Minion set up. For now, I’m going with this non-minion version and giving it 5 HP to use to recover from Extra Effort several times when I want it to take an extra action to send another eye beam at the PCs. If I don’t like how it tests, I’ll go back to the minion set up idea.
Last edited by Thorpocalypse on Mon Jan 15, 2018 3:03 am, edited 1 time in total.
Me fail English? That's unpossible. - Ralph Wiggum

User avatar
Woodclaw
Posts: 679
Joined: Fri Sep 08, 2017 8:05 pm
Location: Como, Italy

Re: 100 - Beholder

Post by Woodclaw » Sat Jan 13, 2018 6:01 pm

Thorpocalypse wrote:
Sat Jan 13, 2018 5:33 pm
We've got a landmark build for our Fantasy Location with BUILD #100! Didn't look like we were going to make it for a while there, but at least for a while, we're stocking the shelves like the old days! And in the really old days, this one thing no one ever wanted to run into! Check out this iconic item!

Image
*shudder*

That's all I got for this one...*double shudder*...


BEHOLDER
I couldn't agree more, Beholder scares the living shit out of me since I read the AD&D monster manual so many years ago.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

WareHouse W (main build thread for M&M)

Thorpocalypse
Posts: 1300
Joined: Fri Nov 04, 2016 8:52 pm

101 - Stirges

Post by Thorpocalypse » Mon Jan 15, 2018 1:43 am

Image
I hate these things...

STIRGE
PL3


OPL: 2; DPL: 3; HP: 0

ABILITIES: STRENGTH -3, STAMINA -2, AGILITY 3, DEXTERITY 0, FIGHTING 1, INTELLECT -4, AWARENESS 0, PRESENCE -3

SKILLS: Athletics (-3), Deception (-3), Insight (+0), Intimidation (-3/-7), Perception 4 (+4), Persuasion (-3), Stealth (+3/+11)

ADVANTAGES: Close Attack (2), Grabbing Finesse, Move-by Action

POWERS:
Tiny Abomination Size: Shrinking 8 (-2 Str, +4 Dodge/Parry, +8 Stealth, -4 Intimidation, Speed -2 [1/2 mph/6 fpr], -2 Mass; Extra: Innate, Permanent); 17 pts
Wings: Flight 2 (8 mph/120 ft pr; Flaw: Wings); 2 pts
Stirge Senses:Senses 5 (Darkvision, Low-Light Vision, Scent [Acute, Tracking]); 5 pts
Blood Drain: Weaken Stamina 1 (Resisted by Fortitude, Extra: Duration [Concentration], Subtle, Flaw: Grab-based); 2 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +3
Close Attack +3 [Unarmed -3; Blood Drain Weaken +1]
Ranged Attack +0

DEFENSES:
Dodge +7 [DC17] Parry +5 [DC15]
Toughness -2, Fortitude +0, Will +1

COMPLICATIONS:
Disability: Stirges cannot speak humanoid languages nor uses their claws to easily manipulate objects.
Engorged: When a Stirge has drained 4 Stamina of blood, it must detach and its Flight gains the Distracting flaw due to it being engorged with blood.

Abilities -12 + Skills 2 (4 ranks) + Advantages 4 + Powers 26 + Defenses 3 = 23 / 23

Comments: Man, I have always hated Stirges. If memory serves, I lost a 1st level character to a group once. And even when I haven’t they are always a pain in the ass.
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1300
Joined: Fri Nov 04, 2016 8:52 pm

102 - Darkmantles

Post by Thorpocalypse » Mon Jan 15, 2018 1:55 am

Image
Looks like someone failed their Perception check...

DARKMANTLE
PL4


OPL: 4; DPL: 3; HP: 0

ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 0, DEXTERITY 0, FIGHTING 3, INTELLECT -4, AWARENESS 1, PRESENCE -3

SKILLS: Athletics (+3), Deception (-3), Insight (+1), Intimidation (-3/-5), Perception 4 (+5), Persuasion (-3), Stealth 6 (+6/+10)

ADVANTAGES: Chokehold, Close Attack (2), Fast Grab, Improved Hold

POWERS:
Darkmantle Size: Shrinking 4 (-1 Str, +2 Dodge/Parry, +4 Stealth, -2 Intimidation, Speed -1 [1 mph/15 fpr], -1 Mass; Extra: Innate, Permanent); 9 pts
Flying: Flight 1 (4 mph/60 ft pr); 2 pts
Sonar: Senses 4 (Normal Hearing [Accurate, Extended], Ultra-Hearing); 4 pts
Darkmantle Movement: Movement 3 (Slithering, Wall-Crawling 2 [Normal Speed]); 6 pts
Camouflage: Concealment 2 (Flaw: Blending); 2 pts
Crush: Constriction Strength-based Damage 1 (Flaw: Grab-based); 1 pt
Darkness: Burst Area Concealment 2 (Normal Vision; Extra: Burst Area [30 ft radius], Attack); 8 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +0
Close Attack +5 [Unarmed +2; Crush +3]
Ranged Attack +0

DEFENSES:
Dodge +4 [DC14] Parry +5 [DC15]
Toughness +3, Fortitude +3, Will +1

COMPLICATIONS:
Disability: Darkmantles cannot use their tendrils to easily manipulate objects and they cannot speak humanoid languages.
Vulnerable: Darkmantles are vulnerable auditory dazzling/damage effects, taking an extra degree of failure against them.

Abilities 6 + Skills 5 (10 ranks) + Advantages 5 + Powers 35 + Defenses 2 = 53 / 53

Comments: I’ve always liked Darkmantles. The whole “Is that a stalagmite? Oh, crap!” thing never gets old to me. I probably have them a PL too high, but I've always liked them, despite the beatdowns I've taken from them over the years. They can be very dangerous to a low level group.

And as Prodigyduck once said, at least they're not Piercers. :)
Last edited by Thorpocalypse on Mon Jan 15, 2018 3:03 am, edited 1 time in total.
Me fail English? That's unpossible. - Ralph Wiggum

Ken
Posts: 1932
Joined: Fri Nov 04, 2016 10:40 pm
Location: DeKamore, IL, Earth-Two

Re: 101 - Stirges

Post by Ken » Mon Jan 15, 2018 2:03 am

Thorpocalypse wrote:
Mon Jan 15, 2018 1:43 am
Comments: Man, I have always hated Stirges. If memory serves, I lost a 1st level character to a group once. And even when I haven’t they are always a pain in the ass.
Once I encountered them, I grew to hate them.
Does a Winnie poo in the 100-acre wood?

Thorpocalypse
Posts: 1300
Joined: Fri Nov 04, 2016 8:52 pm

103 - Skeletons

Post by Thorpocalypse » Mon Jan 15, 2018 2:11 am

Image
Be honest. Do I look fat?

SKELETON (STANDARD)
PL3


OPL: 3; DPL: 3; HP 0

ABILITIES: STRENGTH 0, STAMINA --, AGILITY 0, DEXTERITY 0, FIGHTING 1, INTELLECT -4, AWARENESS 0, PRESENCE --

SKILLS: NONE

ADVANTAGES: Close Attack (2), Equipment (2)

POWERS:
Undead Senses: Senses 2 (Darkvision); 2 pts
Skeletal Body: Immunity 80 (Cold Damage, Fortitude Effects, Necrotic Damage, [Flaw: Limited to half effect], Piercing Damage [Flaw: Limited to half effect], Slashing Damage [Flaw: Limited to half effect]); 58 pts
Bony Body: Protection 1, Impervious Toughness 2; 3 pts

EQUIPMENT:
(5 pts)
Scraps of Armor: Protection 1; 1 pt
Medium Shield: +2 Dodge, +2 Parry; 4 pts
Shortsword: Slashing Strength-Based Damage 2, Dangerous; 3 pts

OFFENSE:
Initiative +0
Close Attack +3 [Unarmed +0; Sword +2, Critical 19-20]
Ranged Attack +0

DEFENSES:
Dodge +1 (+3 with Shield) [DC11/13] Parry +1 (+3 with Shield) [DC11/13]
Toughness +2 (+1 Impervious), Fortitude Immune, Will +1

COMPLICATIONS:
Disability: Skeletons are mute.
Power Loss: They lose their Immunity to piercing/slashing damage against magical weapons.
Vulnerable: Skeletons are vulnerable to radiant damage.

Abilities -26 + Skills 0 (0 ranks) + Advantages 4 + Powers 63 + Defenses 2 = 43 / 43

Comments: Skeletons for my setting have the age-old limited immunity to slashing and piercing damage, which I always liked. With that, they can be quite the pain for a lower level party to deal with. I'll be adding some other higher level versions of the bonebags later on.

Here's some Mass Combat for them:
SKELETONS MASS COMBAT

CORPS (20,000-50,000): ATTACK 18, DAMAGE 16, DEFENSE 2, TOUGHNESS 16, INITIATIVE 0, MORALE 9
DIVISION (9,000-15,000): ATTACK 17, DAMAGE 15, DEFENSE 2, TOUGHNESS 15, INITIATIVE 0, MORALE 9
BRIGADE (6,000-8,000): ATTACK 16, DAMAGE 14, DEFENSE 2, TOUGHNESS 14, INITIATIVE 0, MORALE 9
REGIMENT 1 (3,000-4,000): ATTACK 15, DAMAGE 13, DEFENSE 2, TOUGHNESS 13, INITIATIVE 0, MORALE 9
REGIMENT 2 (1,250-2,750): ATTACK 14, DAMAGE 12, DEFENSE 2, TOUGHNESS 12, INITIATIVE 0, MORALE 9
BATALLION 1 (500-1,000): ATTACK 13, DAMAGE 11, DEFENSE 2, TOUGHNESS 11, INITIATIVE 0, MORALE 9
BATALLION 2 (150-450): ATTACK 12, DAMAGE 10, DEFENSE 2, TOUGHNESS 10, INITIATIVE 0, MORALE 9
COMPANY 1 (140): ATTACK 11, DAMAGE 9, DEFENSE 2, TOUGHNESS 9, INITIATIVE 0, MORALE 9
COMPANY 2 (55-125): ATTACK 10, DAMAGE 8, DEFENSE 2, TOUGHNESS 8, INITIATIVE 0, MORALE 9
PLATOON 1 (30-50): ATTACK 9, DAMAGE 7, DEFENSE 2, TOUGHNESS 7, INITIATIVE 0, MORALE 9
PLATOON 2 (15-40): ATTACK 8, DAMAGE 6, DEFENSE 2, TOUGHNESS 6, INITIATIVE 0, MORALE 9
SQUAD (8-10): ATTACK 7, DAMAGE 5, DEFENSE 2, TOUGHNESS 5, INITIATIVE 0, MORALE 9
SQUAD (4-6): ATTACK 6, DAMAGE 4, DEFENSE 2, TOUGHNESS 4, INITIATIVE 0, MORALE 9
BASE (2-3): ATTACK 4, DAMAGE 2, DEFENSE 2, TOUGHNESS 2, INITIATIVE 0, MORALE 9
Last edited by Thorpocalypse on Mon Jan 15, 2018 2:41 am, edited 1 time in total.
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1300
Joined: Fri Nov 04, 2016 8:52 pm

104 - Ghoul

Post by Thorpocalypse » Mon Jan 15, 2018 2:39 am

Image
Ewww. I hope he's going to floss after that.

GHOUL (FANTASY)
PL4


OPL: 4; DPL: 4; HP: 0

ABILITIES: STRENGTH 2, STAMINA --, AGILITY 2, DEXTERITY 1, FIGHTING 3, INTELLECT -2, AWARENESS 1, PRESENCE -2

SKILLS: Athletics (+2), Deception (-2), Insight (+1), Intimidation (-2), Perception 2 (+3), Persuasion (-2), Stealth 2 (+4)

ADVANTAGES: Close Attack (1), Fast Grab

POWERS:
Undead Body: Protection 4; 4 pts
Undead Immunity: Immunity 35 (Fortitude Effects, Necrotic Damage [Flaw: Limited to half effect]); 33 pts
Not Quite Dead: Regeneration 1 (1/every 10 rounds); 1 pt
Darkvision: Senses 2 (Darkvision); 2 pts
Paralyzing Claws: Slashing Strength-based Damage 1 (Extra: Linked [Affliction], Split), Affliction 4 (Resisted/Overcome by Fortitude; 1st: Hindered, 2nd: Immobile, 3rd: Paralyzed, Extra: Linked [Damage]); 6 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +4 [Unarmed +2; Claws +3/Paralyzing Claw Affliction +4]
Ranged Attack +1

DEFENSES:
Dodge +2 [DC12] Parry +3 [DC13]
Toughness +4, Fortitude Immune, Will +2

COMPLICATIONS:
Vulnerable: Ghouls are vulnerable to radiant damage, taking an extra degree of failure against those effects.

Abilities 10 + Skills 2 (4 ranks) + Advantages 2 + Powers 45 + Defenses 1 = 60 / 60

Comments: I can almost always guarantee than when I face a ghoul, I will bomb that Paralyzing Claw save and be useless for 2-3 turns. It’s like death and taxes for my lower level characters.
Me fail English? That's unpossible. - Ralph Wiggum

Jabroniville
Posts: 9053
Joined: Fri Nov 04, 2016 8:05 pm

Re: J-Mart Fantasy: Displacer Beast, Beholder, Stirges, Darkmantles, Skeletons, Ghouls

Post by Jabroniville » Mon Jan 15, 2018 6:01 am

Oh man- so many classics here. Beholders are of course THE "Iconic D&D Monster"- one that you only see in their stuff, and the stuff inspired by it. Darkmantles are classic "Cloaker/Changeling" things that disguise as regular stuff. Even Stirges are something I remember from that first Monster Manual I read.

Yojimbo
Posts: 668
Joined: Tue Aug 22, 2017 8:31 pm

Re: J-Mart Fantasy: Displacer Beast, Beholder, Stirges, Darkmantles, Skeletons, Ghouls

Post by Yojimbo » Mon Jan 15, 2018 2:45 pm

I love ghouls. I really like what Pathfinder has done with them, making them more of a social animal and less mindless undead. I think as a DM I've killed more player characters with ghouls than I have with dragons.

That's a pretty solid conversion - I like the little bit of regeneration.

Post Reply